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SensoMotoric Instruments

SensoMotoric Instruments is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand SensoMotoric Instruments rather than just read about it. In short: SensoMotoric Instruments (SMI) was a German provider of dedicated computer vision applications focusing on eye-tracking technology. SMI was founded in 1991 as a spin-off from academic and medical research at the Free University of Berlin.

SensoMotoric Instruments — main illustration
SensoMotoric Instruments — illustration

Key takeaways

  • SensoMotoric Instruments belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect SensoMotoric Instruments to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of SensoMotoric Instruments from memory before moving on to harder problems.

Reference excerpt

SensoMotoric Instruments (SMI) was a German provider of dedicated computer vision applications focusing on eye-tracking technology. SMI was founded in 1991 as a spin-off from academic and medical research at the Free University of Berlin. The company has its headquarters in Teltow near Berlin, Germany, with additional offices in Boston, Massachusetts, and San Francisco, California, in the United States, and a worldwide distributor and partner network. SMI provided eye tracking systems for scientific research, professional services, and OEM applications. These eye trackers could be combined with motion tracking systems, EEG, and other biometric data. They can be integrated into virtual reality CAVEs, head-mounted displays – such as Google Glass or Oculus Rift, simulators, cars, or computers as a measurement or interaction modality.

History The company was founded by Dr. Winfried Teiwes in 1991. SMI's first system, 3D VOG, was employed by the ESA, the NASA, and on board the Russian space station Mir to analyze the effect of space missions on the gravity-responsive torsional eye movements of astronauts. Gradually, the company shifted its focus from astronautics towards ophthalmology and scientific research. Dr. Teiwes remained the company's Managing Director until 2008, when Eberhard Schmidt took over. After the sale of the ENT product line to Interacoustics – the diagnostics arm of William Demant Group – in 2001, the spin-out of the retinal treatment activities into OD-OS in 2008, and the sale of the Ophthalmic division to Alcon in 2012, the company focused on scientific and professional eye tracking research services, virtual reality applications, and OEM integrations.

Technology and Products The technology is based on dark pupil and corneal reflection tracking: The cameras in the SMI eye trackers detect the face, eyes, and pupils, as well as corneal reflections from infrared light sources, and calculate eye movements, gaze direction, and points of regard. The sampling frequency of these eye trackers ranges from 30 Hz to several kHz. On the hardware side, the company has three main product lines: mobile Eye Tracking Glasses (ETG), remote eye-tracking systems (RED), and tower-mounted systems (Hi-Speed). The experimental design and data analysis software is called Experiment Suite, which comes in different packages depending on the user's research interests.

Partnerships At the 2014 Game Developers Conference, Sony unveiled the prototype InFamous: Second Son game for PlayStation 4, using SMI's RED-oem eye tracking system. At CES 2016, SMI demoed a new 250 Hz eye tracking system and a working foveated rendering product that resulted from a partnership with camera sensor manufacturer, Omnivision, who provided the camera hardware for the new system. In 2015, DEWESoft, with SMI, integrated the Eye Tracking Glasses into a driver machine monitoring and analysis platform for advanced driver-assistance systems (ADAS). In 2014, Red Bull started using the Eye Tracking Glasses as part of their Red Bull Surf Science project. At the Game Developers Conference 2014, Sony unveiled the prototype of the PlayStation 4 game Infamous: Second Son with the RED-oem eye tracking system integrated into it. In 2013, TechViz integrated SMI's 3D Eye Tracking Glasses with their 3D visualization software, enabling eye tracking in a virtual reality CAVE. The 3D Eye Tracking Glasses were developed in partnership with Volfoni. In the same year, WorldViz started cooperating with SMI to enable the calculation of intersections of gaze vectors with 3D objects and saving the data in one common database for deeper analysis. German Research Center for Artificial Intelligence (DFKI) used the Eye Tracking Glasses to create Talking Places – the prototype of an interactive city guide. In 2012, in partnership with Emotiv, SMI developed a software package that combined the EEG data from the Emotiv EEG Neuroheadset with eye-tracking data. Neuromarketers can use this software to analyze consumer reactions to brands according to visual and emotional cues. Prentke Romich Company integrated SMI's NuEye eye-gaze accessory into its speech-generating platform for people with disabilities. The system allows users to control a communication device using only their eyes. Additionally, Visual Interaction offers the myGaze eye tracking accessory based on SMI technology with selected software packages for assistive applications.

Acquisition In June 2017, it was reported that Apple acquired SMI.

Awards In 1992, SMI won the Berlin and Brandenburg Innovation Prize. In 2009, SMI's iView X RED system received the iF Product Design Award.

See also Biopac Emotiv Eye tracking Video-oculography Visual perception

References

Illustrations

SensoMotoric Instruments illustration
SensoMotoric Instruments: RED250mobile eye tracker, released in 2014; screen showing a scan path on a text. Photo by SMI.
RED250mobile eye tracker, released in 2014; screen showing a scan path on a text. Photo by SMI.

Worked examples

Example 1 — a first encounter with SensoMotoric Instruments

Start with the simplest possible case. Write down what SensoMotoric Instruments claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to SensoMotoric Instruments before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about SensoMotoric Instruments ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of SensoMotoric Instruments

In research
SensoMotoric Instruments appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses SensoMotoric Instruments in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
SensoMotoric Instruments is common in secondary-school and first-year university syllabi. It links to neighbouring topics Companies based in Brandenburg, Data analysis software, Data collection in research, so understanding it makes those chapters shorter.
In everyday life
Look for SensoMotoric Instruments outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study SensoMotoric Instruments in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what SensoMotoric Instruments means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain SensoMotoric Instruments out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is SensoMotoric Instruments in simple terms?

SensoMotoric Instruments (SMI) was a German provider of dedicated computer vision applications focusing on eye-tracking technology. SMI was founded in 1991 as a spin-off from academic and medical research at the Free University of Berlin.

Why does SensoMotoric Instruments matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study SensoMotoric Instruments?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on SensoMotoric Instruments.

Tags

  • Companies based in Brandenburg
  • Data analysis software
  • Data collection in research
  • Information technology companies of Germany
  • Physiological instruments
  • Vision

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